Welcome!

Welcome! Thank you for visiting the Video Voice Speech Training System blog. Our goal here is to provide a forum for sharing ideas about using this exciting speech development tool, learning about new enhancements to the program, and stimulating interaction between people who are already using Video Voice or who are considering it for their speech therapy needs.  Please join us and share your experiences, ask questions, or make suggestions for new features or capabilities. We're here to listen as well as talk!

To learn more about this innovative speech therapy aid or download a Free Trial, visit www.videovoice.com.

Showing posts with label speech games. Show all posts
Showing posts with label speech games. Show all posts

Friday, July 29, 2011

Hey, I Have A Voice!

Over the years, we’ve talked with many therapists who have told us they find Video Voice most helpful with young children who come into their programs with little or no awareness of their voices. In particular, profoundly deaf youngsters often start off with no idea that vocalization is even an option. Visual stimulus for those little ones can be a key that unlocks a hidden door, helping them understand that "I have a voice, and something happens when I use it!" 

Video Voice has many options to assist with this first building block of speech. The simplest are those like Pitch Painting, Magic Box (Magic Blocks option), Kaleidoscope and On The Air, in which any sound results in colorful response from the display.


Others like Chat-N-U-Go Choo-Choo and Voice-A-Sketch can be set so that any form of sound onset or ongoing vocalization will result in a change in the display. With Choo-Choo, it can be the train, car or horse moving after a vocal onset or sustained phonation is detected. With Voice-A-Sketch, a picture will be gradually be revealed. You can use these games to start with simple phonation or onsets (then later move to work on volume control, specific sounds and words).

The Up, Up and Away game, the object it to try a balloon across a mountain range. The balloon only moves when voicing is present, and its height is related to the volume level. If the player This encourages vocalization, and allows for work on speaking volume as well.

With the Jumping Jack race game, you can use the More Volume option, but set the volume level required very low. Then, most any vocalization will make Jack run.

Another simple "cause and effect" game option is Laser Master.  In this game, vocalization activates a laser beam and moves an "alien space ship" out into space (off the screen).  Although the general purpose of this game is for pitch and/or volume work, the Duration goal simplifies operation, and any pitch or volume will make the space ship glide across the screen. 

In addition to the games, Video Voice offers other graphic displays to help develop cognition of speech, such as the Formant Multi-Frequency Spectral display and Formant Gobble.  The Spectral display provides visual feedback with a colorful graph of all three Formant frequencies simultaneously.  The Gobble display is like "Pac-Man for speech" - the goal is to eat up a sound pattern.  The live nature of these displays is a very powerful way to illustrate the presence (or absence) of speech.

These are just some of the ways visual feedback can stimulate the awareness and use of voice. Whether you’re working with hearing impaired children, those with autism who need encouragement to develop their speech skills, or youngsters those who are relearning vocal control after a head injury, you’re sure to find something in Video Voice that will pique their interest and get them talking!

Yours in good speech,

Video Voice Support Team
1-800-537-2182



Wednesday, April 6, 2011

R-D-R-R-R: Gobbling Up Sounds

Almost every therapist who works with children has at least one with this problem - the pesky R sound. This semi-vowel is one of the most difficult to train, because, unlike many other sounds, it can’t easily be illustrated in the mouth. Minor changes in tongue position and "bunching" are the difference between a nice, clear ‘r’ and a sloppy ‘w’ sound, and lots of kids struggle with that.

Video Voice has a number of ways to help them learn how to produce this sound correctly, but for today, we’ll just talk about one of them, the F2/F1 Gobble display. In this Pac-Man-style game, the speaker uses his voice to erase the dots on the screen. The live feedback is very powerful. It lets him "play" with his voice and get instantaneous response while he explores different articulator positions. Being able to find and maintain correct articular position helps ingrain the kinesthetics of production of this sound.

Here’s a simple way to get going. Use the Formant Menu’s Free Form F2/F1 Match mode and produce a sample of the R target in isolation. We always recommend that you do several trials of a sound, looking for consistency in density and location of the dots before defining one as the model. Once you’ve decided to Use one, click the Match Mode control to switch to the Gobble format. Video Voice will prompt "Say ‘rrrr’" using your voice target, and you can have the child try to Gobble it up. If it’s too easy to succeed, just raise the Goal (percent erasure required to win above the default 80%).


Want to get rid of all the other vowels, leaving only the R symbol ? Just double-click on that symbol, and all the others will magically disappear. 
But what if you’d like to get rid of everything except the R and U, so the child can see the similar location of the two sounds on the screen (and in the mouth!). That’s easy, too. Click on one of the vowels, and when the small instructional box appears, click and drag any unwanted symbols off the edge of the screen. Then click Apply to temporarily save that more limited vowel chart for use in the current session. (Using Save will erase the other symbols until you reactivate them all with the Adjust button, so you may not want to take that more permanent action.)

Then, play, play, play! You’ll be amazed at how long the children will stay on task, how entertained and motivated they’ll be as they gobble up the sound dots.

By the way, if you have used New Session to activate a data folder, you can Save any Free Form target for reuse in subsequent sessions, so you won’t have to go through the definition process each time. Just use the Stored Models option from the Formant Menu to retrieve them later on.

This example presents work on the R in isolation, but you can just as easily set up word targets to let the child practice vocabulary words containing the R sound using these same steps.

That’s it for today! We’ll be back later to tell you more ways to use Video Voice for work on R and other sounds.

Video Voice Support Team
1-800-537-2182
mv@videovoice.com

Wednesday, March 30, 2011

The History of Video Voice

Video Voice has a more than 25 year history. It got its start back in 1984, when a team of scientists, one of whom was hearing-impaired, began looking for a way to illustrate speech. The chemistry professor, who had been deaf since birth, decided as a child that he wanted to be a scientist, and understood that he’d need to be able to speak to be successful in that career. So he regularly attended speech therapy and diligently practiced at home between sessions, but was often frustrated to find he’d been practicing the wrong sound. So he and colleagues - an electronic engineer and a software designer - set about creating an electronic device that would illustrate sounds as they were produced. Their design was based on the vowel representation scheme from Grant Fairbanks’ Voice and Articulation Drill Book (©1954), and they  were granted a patent for both the hardware and software.

The first version of Video Voice was based on a small microcomputer called the Interact. Most people haven’t heard of it, but it was one of the first personal computers on the market. It was released about the time of the Radio Shack TRS80. The graphics capabilities were modest, with only a 112x77 pixel resolution (!!) and a total of 8 colors, but it had a built-in analog-to-digital converter, an important capability since speech is analog by nature. The earliest Video Voice models included that computer and an external device called the Speech Analyzer (or "black box") that converted the voice data to digital form as it was sampled.

The inventors’ prototype provided feedback that was pretty meager, nothing more than a few dots on the screen that showed the basic location of a vowel sound. That didn’t seem like it would be interesting for long, so we set about fleshing out the display and software to turn it into a tool that would be motivating - adding color, a model and trial structure, on-screen vowel display, and much more.

As computers gained popularity in schools, therapists started asking for a version that would operate on Apple II/IIgs computers, so we converted the software to operate on those platforms. Then came the Macintosh, and we produced a Mac-based Video Voice. And then one for the IBM PC, first a DOS-based version, then a Windows-compatible one. (During this time, IBM produced its Speech Viewer program, which became widely known, but is no longer available.)

The external Speech Analyzer was retired with the release of Version 3.0. All voice sampling is done through the computer’s internal sound capabilities, and the analysis with our own specialized software routines. This allowed us to greatly expand Video Voice’s capabilities to increase the frequency ranges of sound sampling and add many new games and displays, at a signficantly lower price,.

Expanded capabilities include much wider pitch range to accommodate low-pitched male voices and high-pitched children’s voices (something the Speech Analyzer versions were limited in). We’ve also been able to increase the formant frequency sampling to illustrate and differentiate high frequency sounds like /s/ and /sh/. (The earlier, hardware-dependent versions could detect the presence or absence of high-frequency sounds, but could not tell the difference between them.)

With faster computers with greater capabilities, we’ve been able to greatly enhance the graphics used in Video Voice. They’re still not as fancy or with Xbox-type resolution, because there’s a lot going on "behind the scenes" in the voice sampling and analysis that takes substantial "compute time." And, after all, the point is to illustrate speech, not to be a realistic action game.

To wit, many years back, some folks designed a software interface that integrated with some video games that were then available which had higher resolution graphics and action. It could be programmed to accept 4 words that would control the action of a game (for purposes of this example - "left," "right," "up," and "down"). The goal was to command virtual game player to move around and avoid being attacked by a monster (again, an example). Unfortunately, what hadn’t been considered was the excitement factor in the sound analysis. Targets that were calmly produced when the game was being initially set up, didn’t achieve the desired motion response when the player got excited during the game action and began shouting the words at the screen. Pitch and volume, after all, do affect sound production! This program quickly faded from the scene.

Version 3.0 is the only Video Voice model now being produced. It operates on most Windows operating systems (Windows 2000 and later), and is not dependent on processor speed. In fact, on really fast computers, we actually have to slow some things down. A two-second model, for example, needs to be two-seconds long, even if the computer is capable of displaying the graphics much faster.

That’s the basic history of Video Voice. Development is ongoing, with new things added all the time, so there will still be future chapters written!

Video Voice Support Team
1-800-537-2182
mv@videovoice.com

Friday, January 28, 2011

Visual Feedback Enhances Speech Therapy Results

The benefits visual feedback offers to both clincians and individuals receiving speech therapy are unquestionable.  Speech is fleeting and intangible by nature, and challenges in interpreting it can be influenced by a number of things, including hearing loss and other auditory processing deficits.  While production of some sounds can be illustrated fairly easily using our mouths, elements such as pitch and volume are essentially invisible.  Having a way to freeze, view and replay a speech production and its components therefore has great value.

Visual feedback changes the nature of the speech therapy process, giving the student or patient a different sense of control.  After all, it is his voice that's represented and recorded, and he has a new way to understand and learn to modify tongue or other articulator position to change the resulting display.  It's no longer a case of what the therapist says he's doing right or wrong, it's what both people see happening on the screen, and it gives them a different way to discuss it.  As more than one therapist has told us, "They can't argue with me anymore!"

For those who have already had years of speech therapy and are bored with the process, visual feedback brings new life to the activities.   Having different games to play and displays to practice sounds, words and connected speech turns therapy into a fun, exciting adventure to be explored and enjoyed.

Video Voice has many entertaining practice formats that keep therapy recipients motivated and eager to succeed in improving their speech skills.  Many provide live feedback on pitch, volume or sounds, so the speaker gets instant response to changes he makes, helping him find and maintain correct production.  Colorful animations and encouraging messages support the therapist by rewarding good performance. 

There are many reasons to consider visual feedback as an adjunct to speech therapy.  If you're not already exploring the benefits, you're missing out on a tool that can expedite progress with your caseload.  You can give Video Voice a try for free to see for yourself how it can enhance your therapy results.  There's no cost to download and explore what it can do for you.  Just pay a visit to http://www.videovoice.com/!

Video Voice Support Team
1-800-537-2182
mv@videovoice.com

Friday, January 21, 2011

Let's Talk Video Voice!

When starting up a blog, the biggest challenge is figuring out where to start! With the Video Voice Speech Training System, there is a LOT to talk about. It has a long history, having been successfully used by speech therapists in schools, hospitals and clinics for more than 25 years. It has numerous games and displays that provide visual feedback to assist in speech therapy with almost any kind of speech problem, with young children through adults.

Over the years, Video Voice has undergone many changes, getting better with each new version, as we make additions and enhancements based on our own testing and creative thinking, as well as feedback from people using it. Feedback from therapists has historically been an important part of Video Voice development, and we take comments and suggestions seriously. If there’s something someone doesn’t like, we try to modify operation accordingly. If someone has an idea for a new game or display, we do our best to incorporate it.

One example is the Chat-N-U-Go Choo-Choo game, requested by a therapist who had some children in her caseload who were fascinated by trains. In response, we added a game in which sound production makes a train move through a mountain scene. Another therapist really wanted non-violent game graphics in the Bombs Away! game (now called Bulls Eye!), so we added an option in which a plane drops care packages to waiting hungry villagers instead of bombs on ships or tanks. (The boys still like the bombs best, though - no big surprise!) That therapist also suggested a cause-and-effect display that would result in flowers growing when a cloud rains in the right places, and the Flower Power game option was born. There are lots of other examples, but the point is that we listen to our users and do our best to make Video Voice do what they need it to do.

The goal of this blog is to provide a forum for communicating with our users, as well as people who are considering adding it to their speech therapy tool kits. We’ll tell you about the history, discuss different ways the visual feedback can be used in the therapy process, let you know about new things that we’ve added or are in progress, and answer questions you may have. We welcome your thoughts, opinions, feedback and suggestions.

If you don’t already have Video Voice, you can download the software and try it for free for 30 days to see what benefits it may offer you. Just visit www.videovoice.com and click any of the Free Trial links to get started. By the way, there’s no on going financial obligation with the trial, no credit card necessary to download and try out the games and displays - the trial simply expires at the end of the 30-day period. (You will need an external microphone, and the one we recommend is the Logitech USB Desktop model. It’s a good quality but inexpensive mic that’s commonly used in telecommunications and gaming, and it is easily available at most electronics stores or online, generally for around $30.) If you do already use Video Voice, remember that you can get no-charge updates as new versions are released to keep your software up-to-date.

That’s it for now, and we look forward to more Video Voice Talk with you!

Video Voice Support Team
1-800-537-2182
mv@videovoice.com